System and Method for Personality Adoption by Online Game Peripherals

ABSTRACT

An apparatus and methods for personality adoption of online game peripherals interacting with an online game server having multiple online game states. Methods disclosed include techniques for associating a personality with a personality-adopting mobile game peripheral capable of holding a game state at least partially adopted from the game peripheral personality component (e.g. a faceplate, a shell, a key, etc). Additionally techniques are provided for uploading personality-imbued game state to the online game server; and for retrieving personality-imbued online game states to the first personality-adopting mobile game peripheral. Some embodiments involve multiple game peripheral personality components and corresponding personality-adopting mobile game peripherals in a peer-to-peer relationship. Peer-to-peer embodiments include techniques for associating a second personality, using a second game peripheral personality component, with a second personality-adopting mobile game peripheral. Also disclosed are techniques for receiving into the first game peripheral, a second personality from the second personality-adopting mobile game peripheral.

RELATED APPLICATION

The present application claims priority to application filed Jul. 17,2009 under application Ser. No. 12/505,120, which is incorporated hereinby reference for all purposes. However, insofar as any definitions,information used for claim interpretation, etc. from the abovementionedapplication conflicts with that set forth herein, such definitions,information, etc. in the present application should apply.

FIELD OF THE INVENTION

The present invention is directed towards interoperative toys, and moreparticularly towards toys that adopt a personality for online gameinteraction.

BACKGROUND OF THE INVENTION

Broad and inexpensive availability of Internet communication as well ascommunication between inexpensive portable devices including toys hascreated an environment where such portable devices with highly specificpurposes can be deployed. Such portable devices can includecharacteristics that coordinate the toy with some Internet activity inorder to create a more immersive play experience. In some environments,a toy might bear a personality or resemblance or likeness or otherrelationship to an Internet character or theme. Concurrently, high-techconsumerism has lowered cost and adoption barriers for technologies thatsupport wireless communication between small low-cost devices, and suchdevices facilitate learning or entertainment where an individual caninteract with the device, and/or with other devices, and/or with orthrough the Internet. Conceptually, a single instance of a toy might beused in game play with any number of Internet games. If the singleinstance of the toy could itself adopt a personality, or thematic orcharacter likeness, or other characteristics of the Internet game, thengame play could be even more immersive. Thus, what is needed are systemsand methods to allow thematic or personality characteristics of the toyto be adopted and for such adopted personalities to be coordinated withonline activities and other game play activities.

SUMMARY OF THE INVENTION

Disclosed are apparatus and methods for personality adoption by onlinegame peripherals (e.g. a handheld console, a toy, a badge, etc) forinteracting with an online game. Game pieces in the form of a faceplate,a shell, a key, etc, possibly bearing a character likeness, personalityor thematic design, can be purchased in advance of game play. Suchpersonality-imbued game pieces can be assembled together with a gameperipheral and personality-imbued game play can then commence. In someembodiments, a game peripheral is self-contained, and may be used in amobile setting, possibly involving peer-to-peer communication withanother personality-adopting game peripheral. Methods disclosed includetechniques for associating a personality with a personality-adoptingmobile game peripheral capable of holding a game state at leastpartially adopted from the game peripheral personality component.Additionally, techniques are provided for uploading a personality-imbuedgame state to the online game server; and for retrievingpersonality-imbued online game states to a personality-adopting mobilegame peripheral. Some embodiments involve multiple game-peripheralpersonality components and corresponding personality-adopting mobilegame peripherals in a peer-to-peer relationship. Peer-to-peerembodiments include techniques for associating a second personality,using a second game peripheral personality component, with a secondpersonality-adopting mobile game peripheral as well as techniques forreceiving a portion of a second personality from a secondpersonality-adopting mobile game peripheral into the first gameperipheral.

BRIEF DESCRIPTION OF THE DRAWINGS

A brief description of the drawings follows:

FIG. 1 depicts an exemplary online Internet gaming environment includinga game server, personality-adopting game peripherals, andgame-peripheral personality components.

FIG. 2 shows an exemplary embodiment of an online gaming environmentincluding interactive personality-adopting game peripherals in apeer-to-peer connection.

FIG. 3 is a block diagram of components of a system for personalityadoption by online game peripherals showing a personality sensorapparatus, according to one embodiment.

FIG. 4 is a block diagram of a personality-adopting game peripheral foruse within a system for personality adoption by online game peripherals,according to one embodiment.

FIG. 5A is an exploded view of an assembly of components for use withina system for personality adoption by online game peripherals, accordingto one embodiment.

FIG. 5B is a side view of a badge for use within a system forpersonality adoption by online game peripherals, according to oneembodiment.

FIG. 5C is a side view of an assembly of components for use within asystem for personality adoption by online game peripherals, showing agame peripheral personality component, according to one embodiment

FIG. 6 depicts exemplary interactions between personality-adopting gameperipherals, a game platform, and a game server, according to oneembodiment.

FIG. 7 depicts a hierarchy of modes and operations of a game peripheralfor use within a system for personality adoption by online gameperipherals, according to one embodiment.

FIG. 8 is a depiction of methods for use within a system for personalityadoption by online game peripherals in an online environment, accordingto some embodiments.

FIG. 9 is a diagrammatic representation of a machine in the exemplaryform of a computer system, within which a set of instructions may beexecuted, according to according to one embodiment.

DETAILED DESCRIPTION

In the following description, numerous details are set forth forpurposes of explanation. However, one of ordinary skill in the art willrealize that the invention may be practiced without the use of thesespecific details. In other instances, well-known structures and devicesare shown in block diagram form in order to avoid obscuring thedescription of the invention with unnecessary detail.

A toy might be used in game play with any number of Internet games. Ifthe single instance of the toy could be coordinated with thematic orpersonality characteristics of the Internet game, game play could beeven more immersive. As disclosed herein, such toys can adopt apersonality using one or more of a variety of techniques. For example, aremovable component may be fitted to the toy, which component may imbuethe toy with a personality, and which personality may change in responseto some particular Internet online activity (e.g. in response to gameplay of an online game). In some embodiments, a toy might bear aresemblance or likeness or other relationship to a character or theme.For example, the removable component might bear artwork or symbolssuggestive of a particular character or theme, and come in the form of acover or faceplate, or skin.

Game pieces and toys disclosed herein include devices for immersive gameplay experiences. The toys may be capable of both “online” and “offline”game play, and the toys may include audio-visual and other sensoryfeedback. Some embodiments include game peripherals with moving partsand robotics. Embodiments include devices capable of powering a widevariety of toy executions, and lend features and capabilities for gamedesigners and toy designers to integrate personalized game peripheraltoys into new and existing online virtual worlds and games. Imagine . .. You want to play the multi-player online game “Zoop” and you want tohave game powers similar to one of the heroes of the game “Gorp”. Justsnap on the faceplate corresponding to the character Gorp, and you areimbued with the powers of Gorp. Imagine . . . You have been playing anonline game for weeks, and discover that one needs a key to achieve thehigher levels. Buy the key, and use it with the online game to unlocksecrets to success at the higher levels.

Various features of some embodiments allow a player to establish andmaintain an online personality, and exhibit characteristics of thatpersonality with others via both online worlds and in the real world.Other embodiments include a proximity locator that might automaticallyconnect with other players having compatible personalities, playmini-games (whether connected online or not), and update status andother information when an uplink is available. Further features of someembodiments allow a player to establish and maintain game states basedon game play using a particular personality. In particular, someembodiments include a proximity locator that might automatically connectin a peer-to-peer fashion (or refuse a peer-to-peer connection) based onthe compatibility (or lack of compatibility) of the peering ofpersonalities. Once connected (with an interoperative toy imbued with acompatible personality), some embodiments wirelessly exchangeinformation over a peer-to-peer communication link, and updaterelationships and other information when an uplink (e.g. an Internetuplink connection) is available. Of course, in both gaming/online worldsas well as in the real world, a friend may be a friend to varyingdegrees, even to the point of being a foe. In some situationsonline/game entities (whether a real person or strictly agaming/online/virtual entity) may be intrinsically a foe (e.g. asrelated to a game situation, or as related to a peering based on imbuedpersonalities). Such a designation may be controlled in some dimensionsby a player, and/or in some dimensions by another player, or may even becontrolled in some dimensions under parental control.

Description of the Environment

FIG. 1 depicts an exemplary online Internet gaming environment includinga game server, personality-adopting game peripherals and game-peripheralpersonality components. As shown in system 100, a game server 110, asocial networking server 180, a control terminal 190, a first playergame platform 160 (e.g. a game console, a PlayStation™, a Wii™, apersonal computer, a Macintosh™ computer, an iPhone™, a networkeddevice, even a network router, etc) and a second player game platform170 connect to the Internet 112 over communication links 111, 181, 191,121, and 131. A personality-adopting game peripheral 140 (e.g. a toy, abadge, a joystick, keypad, keyboard, transducer, etc) connects to afirst player game platform 160 over communication link 161, and a peerpersonality-adopting game peripheral 150 connects to a second playergame platform 170 over communication link 151. FIG. 1 also shows a gameperipheral personality component 145 associated with apersonality-adopting game peripheral 140, and a peer game peripheralpersonality component 155 associated with peer personality-adopting gameperipheral 150. A particular personality-adopting game peripheral 140,150 might accept (e.g. be fitted with, be mated with) a game peripheralpersonality component, which game peripheral personality component inturn embodies a personality in the form of personality bits 149.

Game play using a personality-imbued game peripheral (e.g. apersonality-adopting game peripheral 140, 150 mated with a gameperipheral personality component) might be initiated by game software115 executing on game server 110 (e.g. an online game server, amulti-player server, a virtual world server, etc), and one or moreplayers may join in game play from a peer game platform, with or withouta corresponding peer personality-adopting game peripheral. Online socialinteraction might be initiated by or with a social networking server180, or by game software 115 executing on servers 180 and/or 110,respectively, and/or other servers (e.g. an online game server, amulti-player server, a virtual world server, a social networking feedserver, etc), and one or more players may join in social interactionand/or game play from a game platform 160, 170.

Players interact with the game software resident on the server over acommunication path through the Internet. In some situations, the gamesoftware 115 supports multi-player games, in particular the gamesoftware 115 supports multi-player games wherein each playerparticipates using a personality-adopting game peripheral (e.g. 140,150) mated with a game peripheral personality component (e.g. 145, 155).Interaction between players is supported via at least a networkcommunication path from one player (e.g. a first player station 160)through communication link 121 to the Internet 112, through thecommunication link 111 to the game server 110, again to the Internet112, and to a second (or nth) player operating a second player gameplatform 170, through the communication link 131. In some situations,wireless communication is used for any of communication links 121 and131 (and even communication link 111 for that matter). In fact, someenvironments support a wireless communication link 175 (e.g. 802.11b,802.11g, 802.11n, etc) between two or more game platform systems (e.g.160, 170), and some environments support one or more wireless routers.

However, while such an environment and configuration supportsmulti-player online play, and even in some cases the possibility forpeer-to-peer communication (e.g. between a first player game platformand a second player game platform) over a wireless communication link175, such a configuration is stationary. When a player moves away fromthe player's game platform (e.g. goes to school, goes to the mall, etc),then interaction between the player and the game software is interruptedas is interaction between a first player and a second player.

As earlier indicated, even when a player moves away from the player'sgame platform (e.g. goes to school, goes to the mall, etc), andinteraction between the player and the game software is interrupted,there remains the possibility for peer-to-peer communication (e.g.between a first player's game peripheral and a second player's gameperipheral) over a wireless peer-to-peer communication link (e.g. usingany one or more of the aforementioned wireless communication links, orother communication mechanisms for that matter). Using such apeer-to-peer communication method between personality-adopting gameperipherals, connections between players may be established, possiblyinvolving game play relationships associated with the peeredpersonalities and/or combinations.

Exemplary Embodiments of Personality-Adopting Game Peripherals

FIG. 2 shows an exemplary embodiment of an online gaming environmentincluding interactive personality-adopting game peripherals. Thisembodiment of the invention is represented within the context of theonline gaming environment of FIG. 1. As shown in the system 200, eachpersonality-adopting game peripheral 140, 150 comprises a stationarycomponent 210, 220 and a personality-adopting mobile game peripheral215, 225. Referring to a first personality-adopting game peripheral 140,a communication link 240 provides for communicating between a stationarycomponent 210 and a first personality-adopting mobile game peripheral215. Referring to a second personality-adopting game peripheral 150, acommunication link 250 provides for communicating between a stationarycomponent 220 and a second personality-adopting mobile game peripheral225. Referring to the juxtaposition of a first personality-adoptingmobile game peripheral 215 and a second personality-adopting mobile gameperipheral 225, a wireless communication link 235 is provided.Furthermore, a personality-adopting mobile game peripheral 215, 225) canbe removed (e.g. undocked, unplugged, disconnected) from stationarycomponents 210, 220. Some embodiments include a control terminal 190(e.g. a personal computer, or a network computer, or any platformcapable of rendering a web page, or any I/O device structure on or in agame peripheral component, etc). Also, some embodiments includecommunication by and between a social networking server 180 and a gameserver 110 through the Internet 112 via inter-process communication(e.g. feeds, push technologies, pull technologies, web services, HTTP,TCP/IP, etc).

FIG. 3 is a block diagram of components of a system for personalityadoption by online game peripherals, according to one embodiment. As anoption, the present system 300 may be implemented in the context of thearchitecture and functionality of FIG. 1 and FIG. 2. In particular,system 300 might be included in environments 100 or 200. Of course,however, the system 300 may be included in any desired environment. Asshown, system 300 performs at least some of the operations of apersonality-adopting game peripheral 140, 150. In particular, astationary component 210 might comprise a communication signal adapter305 (e.g. USB, Bluetooth, serial I/O, etc), a power subsystem 315 (e.g.a power conditioner, a charging unit, a power conductor, etc), and amechanical mating interface 310 (e.g. cradle, sheath, connector, etc).The stationary component 210 may also include a power harness 360 forcarrying power between a stationary component 210 and apersonality-adopting mobile game peripheral 215. Those skilled in theart will recognize that the component 210 might be embodied within a USBcable. Moreover, a personality-adopting mobile game peripheral 215 mightinclude zero or more input and/or output structures and user controls320 (e.g. a button, a touch screen, an LED, an RFID reader, a switch,etc). In some embodiments user controls are realized as in-device inputand/or output structures that might be used to capture user controls,possibly including user controls for changing the personality stateand/or any game states stored. Such capture of user controls mightinclude cooperation with any online or web GUI accessible through acommunication signal adapter 305. As shown, a personality-adoptingmobile game peripheral 215 includes an actuator apparatus 325, whichcomprise one or more electrical, or mechanical, or electro-mechanicalactuators (see 480, 481, 482 of FIG. 4) that serve to actuate apersonality-adopting mobile game peripheral 215 in such a manner that anindividual can interact with the device, and/or with other devices,and/or with or through the Internet. Also, a personality-adopting mobilegame peripheral 215 includes a personality sensor 330 which comprise oneor more electrical, or mechanical, or electro-mechanical sensors serveto associate a personality (e.g. from a game peripheral personalitycomponent 145, 155) to a personality-adopting mobile game peripheral 215in such a manner that the associated personality modifies a game statefor game play interaction with other devices, and/or with or through theInternet. For example, in the context of a system for personalityadoption by online game peripherals, the apparatus of FIG. 3 might beused in interactive online game play by associating a personality, usinga game peripheral personality component 145, 155, with apersonality-adopting mobile game peripheral that then holds a game statethat is at least partially adopted from a game peripheral personalitycomponent 145, 155, and uploads a portion of the game state from thepersonality-adopting game peripheral assembly 350 to the online gameserver.

Of course, a multiple-player game might involve a firstpersonality-adopting game peripheral assembly and a secondpersonality-adopting game peripheral assembly. A personality-adoptinggame peripheral assembly 350 might connect to the online game (e.g.through stationary component 210) and upload to the online game serverat least one bit from the game state of the personality-adopting gameperipheral assembly 350. In game play, a personality-adopting gameperipheral assembly 350 might retrieve one or more game states from theonline game server. At any point in time, a second personality-adoptinggame peripheral 150 might become associated with a second personality,using a second game peripheral personality component 155, and joinmulti-player game play. In some game play situations, when a secondpersonality-adopting game peripheral assembly is within communicationrange of a first personality-adopting game peripheral assembly 350, afirst personality-adopting game peripheral 140 might retrieve from asecond personality-adopting game peripheral assembly at least one bitfor downloading to the first game peripheral assembly 350, wherein theat least one bit represents at least a portion of the second game state.In this manner, aspects of personality bits 149 may be communicated to apeer game peripheral.

Returning to the apparatus of the personality sensor 330, thepersonality sensor serves to read a personality (e.g. wholly orpartially from a game peripheral personality component 145, 155). Inexemplary embodiments, reading a personality might be implemented byidentification of a particular game peripheral personality component145, 155, which identification is then used in forming any manner ofassociations. In some embodiments, a game peripheral personalitycomponent 145, 155 might be formed with a mechanical mating such that agame peripheral personality component 145, 155 can be removably affixedto a personality-adopting game peripheral 140, 150. During the time thatthe game peripheral personality component 145 is affixed to thepersonality-adopting game peripheral 140, identification of the gameperipheral personality component 145 might be performed by personalitysensor 330 by sensing a locking tab sensor. In other embodiments,identification of a game peripheral personality component 145, 155 mightbe performed by identification including sensing an optical pattern(e.g. by the physical design of the game peripheral personalitycomponent, and/or by occluding light from sensors or photocells), or byidentification via an RFID (e.g. by reading an RFID tag), and of whichtechniques serve to imbue at least one bit of personality bits 149 tothe game peripheral component.

In some cases, the personality bits 149 can be associated throughidentification of a game peripheral personality component 145 incombination with a sequence of inputs. For example, a particularpersonality (i.e. a compound personality ID) might be associated on thebasis of a sequence of events as depicted in Table 1.

TABLE 1 Game personality association from a sequence of inputs GamePeripheral Then Compound Personality Bits Followed by . . . Followed by. . . Personality ID 0001 RFID tag = 1000 — 1001 (bitwise or) 0002 RFIDtag = 1000 — 10000002 (concatenation) 0003 RFID tag = 1000 RFID tag =2000 200010000003 (concatenation) 0004 Visual Code = 0110 — 01100004(concatenation)

Additional embodiments are discussed infra.

FIG. 4 is a block diagram of a personality-adopting game peripheral 140for use within a system for personality adoption by online gameperipherals, according to one embodiment. As an option, the presentsystem 400 may be implemented in the context of the architecture andfunctionality of FIG. 1 through FIG. 3. In particular, system 400 mightbe included in environments 100 or 200. Of course, however, the system400 may be included in any desired environment. As per the exemplaryimplementation shown, the game peripheral includes a microcontroller 435which may be embodied by any of a wide variety of microprocessors ormicrocontrollers (e.g. PIC processor, TINY processor, etc), which mightinclude a flash memory 440 as an integrated component, or might includean interface for flash memory, or both. The microcontroller mightsupport an interface to any of a variety of external memory types andconfigurations; for example, for external memory 442. Themicrocontroller 435 might also support a variety of external devices.For example, commercially available microcontrollers often support avariety of serial and/or parallel devices through a general purpose I/O(GPIO) section. In some embodiments, the microprocessor might providesupport (e.g. hardware or software, or both) interfaces to humaninterface devices such as buttons (e.g. momentary switches, capacitiveswitches, photocells, other light-sensitive components, etc) 405,electrically actuated visible indicators (e.g. light emitting diodes,LEDs, etc) 410, graphic screens (e.g. an LCD screen, a VGA screen, atouch-screen, etc) 415, and/or audio devices (e.g. a buzzer, a speaker,piezoelectric transducers, electrostatic transducers, mechanicalactuators, etc) 425. In some cases, including embodiments disclosedinfra, the microcontroller 435 might support functions for, orinterfaces to, wireless transceivers (e.g. 802.11b, 802.11g, 802.11n,etc) 430 and/or to other wireless transceivers or devices (e.g.infrared, piezoelectric emitters, proximity sensors, etc) 430 and/or toRFID readers 420, and/or to one or more sensors 422, 423 for carryingout sensing operations discussed herein, especially, but not limited tosensing personality IDs from a game peripheral personality component145, 155. Still more, the microcontroller 435 might interface directlyor indirectly to a universal serial bus (USB) component 447 or any otherknown-in-the-art interface suitable to communicate with a personalcomputer or game console, or with a game console embodied within apersonal computer, or with any other computing device configured topresent a user interface, which communication is supported by data I/Obus 455. As regards the subsystem 475, personality-adopting gameperipherals might contain one or more electro-mechanical actuators 480(e.g. gears, wheels, levers, bumpers, vibrators, buzzers, etc) coupledto one or more actuators 481, 482 (e.g. solenoid, torroid, LED, etc).Some embodiments of subsystem 475 might include a battery 445 or otherdevice for storing or generating a charge (e.g. a capacitor, a solarcollector, a fuel cell, etc), and the power subsystem might includehuman interfaces, e.g. an LED 448, for discerning the state of the powersubsystem, and might include charging circuits 446 (e.g. chargingcircuit output alimentation), power connector adapters 449, andelectrical conductors 450 suited for carrying current used in providingpower to various portions of the system 400. Those skilled in the artwill recognize that the flash memory 440 might be used to retainmicroprocessor software instructions, and/or configuration data, and/orpersonality states, game play states, and/or the state regarding theplayer's social relationships, social interactions, and socialinteraction restrictions, even including user settings.

Exemplary Configurations of Personality-Adopting Game PeripheralAssemblies

FIG. 5A is an exploded view of an assembly of components for use withina system for personality adoption by online game peripherals, accordingto one embodiment. As an option, assembly of components of FIG. 5A maybe implemented in the context of the architecture and functionality ofFIG. 1 through FIG. 9 herein. In particular, the design of FIG. 5A mightbe included in environments 100 or 200. Of course, however, the designof FIG. 5A may be included in any desired environment. As per theexemplary implementation shown, a personality-adopting game peripheralassembly comprises a collection of electro-mechanical components mountedonto a printed wiring component 5A10. This collection ofelectro-mechanical components mounted onto a printed wiring component ishoused by a housing bottom portion 5A30 and a housing top portion 5A20.A housing bottom portion 5A30 and a housing top portion 5A20 may befastened together using one or more fasteners 5A40. The assembly of5A10, 5A20, and 5A30 comprises a personality-adopting mobile gameperipheral 215. This assembly may accept a removable shell component5A50 (e.g. a faceplate, a skin), which may be formed as a removablecomponent to be fitted to the housing top portion 5A20. Once fitted, aremovable shell component 5A50 serves to imbue the collection ofelectro-mechanical components mounted onto a printed wiring component5A10 with a personality. In some embodiments, imbuing a personalityincludes actuating a mechanical unlocking/locking mechanism 5A60.

FIG. 5B is a side view of a badge for use within a system forpersonality adoption by online game peripherals, according to oneembodiment. As an option, the badge of FIG. 5B may be implemented in thecontext of the architecture and functionality of FIG. 1 through FIG. 9herein. In particular, the badge of FIG. 5B might be included inenvironments 100 or 200. Of course, however, the design of FIG. 5B maybe included in any desired environment. As per the exemplaryimplementation shown, the game peripheral design is implemented in theform of a stylized badge. For purposes of the disclosure herein, theterm “badge” is used strictly as a convenient name for apersonality-adopting mobile game peripheral. As shown, the design ofFIG. 5B includes a main base portion 5B20, an area for a label 5B10, anarea for a visual screen 5B40 (e.g. LCD screen), one or more areas foruser input or feedback, area 5B30, and/or area 5B50 (e.g. buttons LEDs),and a second base portion 5B25. As shown, the second base portion 5B25serves as a chassis and housing for one or more audio devices. As anoption, the main base portion 5B20 and/or the second base portion 5B25may include an area (e.g. area 5B30, area 5B50) for mounting and/orprotruding one or more buttons or LEDs or other human interface devices(e.g. momentary switches, capacitive switches, photocells, otherlight-sensitive components, etc).

FIG. 5C is a side view of an assembly of components for use within asystem for personality adoption by online game peripherals, showing agame peripheral personality component, according to one embodiment. Asan option, the badge of FIG. 5C may be implemented in the context of thearchitecture and functionality of FIG. 1 through FIG. 9 herein. Inparticular, the assembly of components for use within a system forpersonality adoption by online game peripherals of FIG. 5C might beincluded in environments 100 or 200. Of course, however, the apparatusof FIG. 5C may be included in any desired environment. As shown, thedesign of FIG. 5C includes a game peripheral personality component inthe likeness of a key 5C20. This key might be used with an assembly ofcomponents 5C10 (e.g. by inserting the key into orifice 5C30) forproviding a personality.

Configurations of Systems and Methods

FIG. 6 depicts exemplary interactions between personality-adopting gameperipherals (i.e. Peripheral-1 692 and Peripheral-2 690), a gameplatform 694 and a game server 696. As shown, the present system 600 maybe implemented in the context of the architecture and functionality ofFIG. 1 through FIG. 5C. In particular, system 600 might be implementedwithin environments 100 or 200. Of course, however, the system 600 maybe included in any desired environment. Additionally FIG. 6 depictsexemplary interactions between two personality-adopting game peripherals(i.e. Peripheral-1 692 and Peripheral-2 690) in standalone (i.e.offline) mode. As shown, Peripheral-1 692 takes on a personality from agame peripheral personality component 145 (Peripheral-1 AssociatePersonality operation 605). Peripheral-2 690 takes on a personality froma peer game peripheral personality component 155 (Peripheral-2 AssociatePersonality operation 606), which associations may be made using any ofthe personality imbuing techniques disclosed herein. Sensing of thepersonality, and more particularly the completion of the Peripheral-1Associate Personality operation 605, might trigger an alert onPeripheral-1. In such a case, the associating of a personality, using agame peripheral personality component, with a game peripheral mightresult in a visual alert and/or an audible alert (see operation 607).Embodiments disclosed supra include audio transducers, buzzers, LEDs,and similar electro-mechanical devices suited to carry out such alerts.Continuing, Peripheral-1 initiates communication with the game platform694 via an identification and credentialing message (see Identifymessage 610). This messaging (see Identify message 610) or othermessaging (e.g. Game State message 628) might be initiated under usercontrol, or it might be initiated spontaneously under control ofPeripheral-1. Moreover, the Identify message 610 might contain some orall of the game state. In particular, a game state might comprise atleast a portion of a game state that includes a personality, and beuploaded to a game server 696 via a Request Login message 609 a. In thisembodiment, the messaging serves for uploading at least one bit of gamestate from a personality-adopting mobile game peripheral (e.g.Peripheral-1 692) to the online game server (e.g. Game Server 696).

Once credentials are confirmed (see Confirm operation 611), and optionalupload of game state from any previous play has been completed (see GameState message 628), game play is enabled, and the game server 696 isready for a request to start from the user of the game platform (seemessage Request Start 609 b). Upon a successful Request Start message609 b, the game server initiates play interaction with the game platform(see Play operation 604). In turn, the game state is stored at the gameperipheral (see Store State message 616), and an alert at apersonality-adopting mobile game peripheral (e.g. Peripheral-1 692) isactuated (See Actuate operation 608). Thus, in this embodiment, the gameserver response (see State message 613) serves for retrieving from theonline game server at least one bit that might result in a visual alertand/or an audible alert.

While online and during any Play operation (or any other time within alogin session for that matter) a player might meet other players, or aplayer might encounter (i.e. come into proximity with) other players,which players might be ‘foes’ (i.e. with respect to any current orpreviously adopted personality or other aspect of game play), or theymight be ‘friends’ (i.e. with respect to any current or previouslyadopted personality or other aspect of game play). Strictly as anexample, a player may come into proximity with another player, formerlyimbued with a friendly personality but who has diminished with regard todegree of friendship or trust, or perhaps has even adopted a personalityconsidered to be a foe. Any of the aforementioned changes in state (e.g.identifying a personality, identifying a friend, establishing a trustlevel, identifying a foe, changing a level of friendship) may beretained during and after game play on the game server, and may furtherbe communicated to a personality-adopting game peripheral (see Statemessage 613) and stored onto a personality-adopting peripheral (seeStore State message 616). That is, at points during play or when theplay session is suspended or ends, game state (possibly includingstatistics) is provided to the game platform (see State message 613). Inturn, the game state is stored at the game peripheral (see Store Statemessage 616) and a visible change to the game peripheral might beactuated. In some game situations, such a state change (e.g. resultingfrom a Store State message 616) to the game peripheral might includeactuating one or more of a plurality of movable components. In such acase, the actuator apparatus 325 is enabled for actuating movablecomponents (e.g. locking/unlocking, opening/closing, pushing/pulling,starting/stopping, etc) based on the game state.

The aforementioned sequence of messages may transpire while the playinteraction is in the online mode, such as whenever the game server 696participates in message exchanges with a game platform 694 via theInternet. FIG. 6 also depicts exemplary methods for personality-adoptingof a game peripheral after resuming communications with an online gameserver having multiple game states. In some embodiments game play can beinitiated spontaneously by establishing a connection between the gameperipheral and the online game server (see messages Identify 610,Request Login 609 a, and Request Start 609 b). The game server 696 mayrespond to such a resume request by associating the game peripheral withat least one game state (see message Request Join 623). In someembodiments, at least one of a game platform 694 or an Internet-enabledgame peripheral 692, 694 is operable for retrieving from the online gameserver at least one bit for downloading to the game peripheral, whereinthe at least one bit represents at least a portion of the at least onegame state (see message State 624 and message Store State 630). As canbe understood from the description of this embodiment, the game serverserves to download a state whenever the game server recognizes a gamestate or a change in a game state that is to be downloaded. Inparticular, since the server can autonomously send a state message,neither a game platform nor a game peripheral need explicitly issue anystate request message in order to serve for retrieving from the onlinegame server the game state for actuating an electro-mechanical componentof the game peripheral (see Actuate operation 626).

FIG. 6 also depicts exemplary offline interactions between a gameperipheral (see Peripheral-1 692), and another game peripheral (seePeripheral-2 690) in an offline mode. Even in an offline mode (e.g. whenthere is no operable direct or indirect Internet connection with a gameperipheral), Peripheral-1 and Peripheral-2 are capable of sending andreceiving messages wirelessly via one or more of a wide range ofprotocols (e.g. instant messaging, IR COMMS protocols, TCP/IP, UDP,serial codes, etc). As shown, Peripheral-1 sends its identity toPeripheral-2 (see message Identify 612), and Peripheral-2 sends itsidentity to Peripheral-1 (see message Identify 614). Having thusestablished peer-to-peer identity, possibly including game statecomprising one or more personality bits 149, the game peripherals areeach operable to carry out play instructions, possibly under at leastpartial command by the game peripheral holder, possibly using any or allinput and/or output structures and user controls 320. In this manner,the personality bits 149 may be stored in a personality-adopting mobilegame peripheral 215, 225, which personality bits 149 can be known orshared or traded by and/or with the mobile peer personality-adoptinggame peripheral. Of course some operations of play (see operation Play615) may alter game state on one or both game peripherals. Any of theaforementioned changes in state may be retained on/in apersonality-adopting mobile game peripheral, and may later becommunicated when an uplink is available. Moreover, any altering in thestatus of the game state (or other state changes for that matter) may beretained on/in a personality-adopting mobile game peripheral, and such achange is operable for actuating at least one of a plurality of movableor electro-mechanical components. In some embodiments, when apersonality-adopting mobile game peripheral holders return to an onlinemode, for example by reconnecting a personality-adopting mobile gameperipheral to a personal computer, or to a game console or to a dockingstation, the game peripherals can provide game state via uplink to thegame server, and the game state as stored during a period of offlinemode play is uploaded to the game server (see messages Game State 628,Request Start 609 b, and Request Join 623). As previously indicated, thenotion of game state as stored during a period of offline mode playmight include a state related to status of a relationship. As isrecognized by those skilled in the art, since a personality-adoptingmobile game peripheral contains a unique ID, the holder of a gameperipheral can be unambiguously associated with a particular entity.Such a request to re-join game play (see message Request Join 623) mightresult in a game state changing event, and the game server might providestate (see message 624) to a personality-adopting mobile gameperipheral, which in turn might actuate (see Actuate operation 626).Still more, in a domino effect, a changed state in (for example) gameperipheral Peripheral-1 692 might result in a game state message (seeState message 629) being sent from one game peripheral to a peerpersonality-adopting mobile game peripheral within proximity.

FIG. 7 depicts a hierarchy of modes and operations under apersonality-adopting game peripheral 140 that may interoperate with agame server or a social networking server or a virtual world server(i.e. in the connected/online mode 710), or may interoperate with othergame peripherals (i.e. a peer-to-peer mode or standalone/offline mode715), according to some embodiments. FIG. 7 is purely exemplary. Asshown, the present system 700 may be implemented in the context of thearchitecture and functionality of FIG. 1 through FIG. 6. In particular,system 700 might be included in environments 100 or 200. Of course,however, the system 700 may be included in any desired environment. Asshown a game peripheral may interact in an online mode, performing atleast such operations as synching data 720, requesting or displayinghints or clues 725, reading (optional) RFID tags 730, etc. In someembodiments, an operation for synching data 720 might result in a visualalert, an audible alert, or any other form of actuation 735.

A personality-adopting game peripheral 140 is operable for userdetection 740 of other personality-adopting mobile game peripheralswithin proximity, offering the possibility of user detection 740 andpersonality sensing 780 and/or friendship offer 745, indicating foe (orfriend) status 760, offering sharing of inventory 755, cloaking of apersonality (e.g. personality masking 775), temporarily adopting analternate personality (e.g. personality posing 765), and/or actuatingbased on characteristics of the sensed personality (e.g. personalityalert 785), etc. Of course some operations may be performed regardlessof the mode, though some operations are operable only when in onlinemode, and some operations are operable only when in standalone mode.

In addition to communications between game peripherals and other gameperipherals and communications between game peripherals and gameconsoles, game peripherals are operable to read tokens. For example,given a game peripheral with an RFID reader, a game peripheral isoperable to read an RFID tag from a token. A token may have the form ofa card (RFID card) or a key (RFID key) or a puzzle piece, or any othergame piece, whether RFID-enabled or not, or whether the readingmechanism is RFID or some other technology. Strictly for ease ofexemplifying communications, Table 2 shows sample game peripheralinteractions with its environment.

TABLE 2 Game peripheral interaction With Another Game Mode With a GameServer Peripheral With a Token Online Activate Another player joins atRead token ID (server client) Login same game console Store token IDState synchronization Identify proximity State upload (from game Modifyfriendship state peripheral) State download (to game peripheral) Hintdownload Identify proximity Modify friendship state Offline Localcommunications Identify, Share or Trade state Read token ID(peer-to-peer) Identify proximity Store token ID Modify friendship state

Now, with an understanding of the operation of a game peripheral withits environment, exemplary play (e.g. in game play or in real life or ina virtual world life) can be expressed as follows:

1. Online

-   -   a. Login with an imbued personality and enter training area.        Collect any new state since last online visit, optionally using        a web page or other screen device.    -   b. Pick up hints, pick up and store provisions, and learn,        possibly facilitated or limited by an imbued personality.    -   c. Perform game actions, possibly using and storing game        artifacts or accoutrement, possibly facilitated or limited by an        imbued personality.    -   d. Feed game or virtual world characters, which characters may        be determined based upon an imbued personality.    -   e. Monitor and store game statistics or virtual world        characteristics via visible symbols on the game peripheral.    -   f. Upload new game(s) or virtual world state(s).    -   g. Identify friend or foe, which friend or foe status may be        determined based on an imbued personality.    -   h. Display friend/foe icons, alerts, warnings.    -   i. Mate-up action between two game peripherals that have each        been actuated into a particular mechanical state, which        mechanical state may be determined based on an imbued        personality.

2. Offline

-   -   a. Peer-up with other players via        game-peripheral-to-game-peripheral communications.    -   b. Use game-peripheral-to-game-peripheral communications to make        friends in the offline world, then carry the friendship into an        online world.    -   c. Exchange hints, provisions, and/or other ideas with peers.    -   d. Play mini-games to win currency, change status, amass        inventory, etc from peers.    -   e. Buy tokens, game routes, game secrets, artifacts, or        accoutrement.    -   f. Scan tokens with a game peripheral.    -   g. Assemble a map with tokens.    -   h. Assemble a puzzle with tokens.    -   i. Identify friend or foe.    -   j. Display friend/foe icons, alerts, and/or warnings.    -   k. Modify status of social relationship(s).    -   l. Mate-up action between two game peripherals that have each        been actuated into a particular mechanical state, which        mechanical state may be determined based on an imbued        personality.

In some embodiments, RFID tokens can also be combined or permuted byscanning in a particular order (see Table 3).

TABLE 3 Interactions with tokens Example Scan Events Example ResultComment TokenA, TokenB, TokenC Flying ability TokenB, TokenA, TokenCUnderwater breathing Note: This example shows scanning orderrecognition. TokenA1, TokenA2, TokenA3 Stronger power of ‘A’ Note Thisexample shows that TokenA1 is distinguishable from TokenA2, and fromTokenA3, etc. TokenP1 Add indicated known A parental controls regimemight user to “black list” include a token for approval or disapprovalof friends. TokenP2 Remove indicated A parental controls regime mightknown user from include a token for approving a “black list” previouslydisapproved friend.

Of course, tokens can be reused/rescanned over time, thus this and otherreusability characteristics may extend the life of a token to aplurality of use events.

FIG. 8 is a depiction of methods for use within a system for n-waycommunication with and between personality-adopting game peripherals inan online environment, according to some embodiments. As an option, thepresent methods 800 and/or 890 may be implemented in the context of thearchitecture and functionality of FIG. 1 through FIG. 7. In particular,methods 800 and/or 890 might be included in environments 100 or 200. Ofcourse, however, the methods 800 and/or 890 may be included in anydesired environment. As shown, the operations 810, 820, 830, 840, 850,860, 870, 880, 892, 894, 896, and 898 may each be executed independentlyand/or concurrently, so long as the requirements for initial orcontinued operation of a specific operation or sub-operation have beensatisfied. In one possible execution of operations, a user or parentmight purchase a personality-adopting game peripheral, possibly alsowith one or more game peripheral personality-imbuing components (seeoperation 810), possibly also with one or more RFID tags. The user inturn might connect a personality-adopting game peripheral to a gameconsole, and visit a personality-adopting game peripheral-enabledwebsite (see operation 820). Such a personality-adopting gameperipheral-enabled website might be specific to the purchased gameperipheral personality component personality, or it might be apersonality-adopting game peripheral-enabled website affiliated in someother way (e.g. via syndication, federation, feed, tag, etc) to anotherwebsite. The personality-adopting game peripheral, now connected to apersonality-adopting game peripheral-enabled website, might indicate a“connected” state (see operation 830). The game console or uplinkedwebsite might accept an upload of game state information from apersonality-adopting game peripheral (see operation 840) at which time auser might enter (or establish) an initial association profile. In someembodiments, a particular personality, at least partially established bythe game peripheral personality component, is uploaded to the uplinkedwebsite (see operation 850). The user might then play online games,visit social networking sites, establish push/pull feeds, make friends(online or offline or both), and otherwise interact via an uplink or vialocal peer-to-peer communication (see operation 860). Of course, asdisclosed above, a user's offline state is stored in a game peripheral,and is synchronizable when an uplink is available (e.g. when apersonality-adopting game peripheral is connected to a game console orrouter or other uplink); thus, at some point, the states resident in auser's game peripheral can be uploaded and made available for a varietyof accesses including a download of game state to a personality-adoptinggame peripheral (see operation 870), which operation then serves toactuate a personality-adopting game peripheral (see operation 880).

As an option, the method 890 may also be implemented in the context ofthe architecture and functionality of FIG. 1 through FIG. 7. Inparticular, method 890 might be included in environments 100 or 200. Ofcourse, however, the method 890 may be included in any desiredenvironment. As shown, the operations 892, 894, 896, and 898 may each beexecuted independently and/or concurrently, so long as the requirementsfor initial or continued operation of a specific operation orsub-operation have been satisfied. In one possible execution ofoperations, the method 890 facilitates personality adoption for onlinegame peripherals for interaction with an online game server havingmultiple online game states. Operation 892 serves for associating apersonality, using a game peripheral personality component, with apersonality-adopting mobile game peripheral holding a game state atleast partially adopted from the game peripheral personality component.Operation 894 serves for uploading, from a personality-adopting mobilegame peripheral to the online game server, at least one bit from thegame state. Operation 896 serves for retrieving from the online gameserver at least one bit representing at least a portion of a pluralityof online game states. Operation 898 might then actuate anelectro-mechanical component of a personality-adopting mobile gameperipheral.

As used hereinabove, the terminology “game server” and “virtual worldserver” and “social networking server” refer generally to the sameapparatus, namely a “server”, and are used herein interchangeably whenreferring to the structure of the apparatus known as a “server”.

Configurations Using a Network of Computers

FIG. 9 is a diagrammatic representation of a network (system 900) and amachine (system 950) in the exemplary form of a computer system, withinwhich a set of instructions may be executed, according to oneembodiment. As an option, the present system 900 may be implemented inthe context of the architecture and functionality of FIG. 1 through FIG.9. In particular, system 900 might be included in environments 90 or200. Of course, however, the system 900 may be included in any desiredenvironment. As shown FIG. 9 depicts a network 900, including nodes forclient computer systems 902 ₁ through 902 _(N), nodes for servercomputer systems 904 ₁ through 904 _(N), nodes for networkinfrastructure 906 ₁ through 906 _(N), any of which nodes may comprise amachine 950 within which a set of instructions for causing the machineto perform any one of the techniques discussed above may be executed.The embodiment shown is purely exemplary, and might be implemented inthe context of one or more of the figures herein.

Any node of the network 900 may comprise a general-purpose processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, discrete gate or transistor logic, discretehardware components, or any combination thereof capable to perform thefunctions described herein. A general-purpose processor may be amicroprocessor, but in the alternative, the processor may be anyconventional processor, controller, microcontroller, or state machine. Aprocessor may also be implemented as a combination of computing devices(e.g. a combination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration, etc).

In alternative embodiments, a node may comprise a machine in the form ofa virtual machine (VM), a virtual server, a virtual client, a virtualdesktop, a virtual volume, a network router, a network switch, a networkbridge, a personal digital assistant (PDA), a cellular telephone, a webappliance, or any machine capable of executing a sequence ofinstructions that specify actions to be taken by that machine. Any nodeof the network may communicate cooperatively with another node on thenetwork. In some embodiments, any node of the network may communicatecooperatively with every other node of the network. Further, any node orgroup of nodes on the network may comprise one or more computer systems(e.g. a client computer system, a server computer system) and/or maycomprise one or more embedded computer systems, a massively parallelcomputer system, and/or a cloud computer system.

The computer system 950 includes a processor 908 (e.g. a processor core,a microprocessor, a computing device, etc), a main memory 910 and astatic memory 912, which communicate with each other via a bus 914. Themachine 950 may further include a display unit 916 that may comprise atouch-screen, or a liquid crystal display (LCD), or a light emittingdiode (LED) display, or a cathode ray tube (CRT). As shown, the computersystem 950 also includes a human input/output (I/O) device 918 (e.g. akeyboard, an alphanumeric keypad, etc), a pointing device 920 (e.g. amouse, a touch screen, etc), a drive unit 922 (e.g. a disk drive unit, aCD/DVD drive, a tangible computer readable removable media drive, an SSDstorage device, etc), a signal generation device 928 (e.g. a speaker, anaudio output, etc), and a network interface device 930 (e.g. an Ethernetinterface, a wired network interface, a wireless network interface, apropagated signal interface, etc).

The drive unit 922 includes a machine-readable medium 924 on which isstored a set of instructions (i.e. software, firmware, middleware, etc)926 embodying any one, or all, of the methodologies described above. Theset of instructions 926 is also shown to reside, completely or at leastpartially, within the main memory 910 and/or within the processor 908.The set of instructions 926 may further be transmitted or received viathe network interface device 930 over the network bus 914.

It is to be understood that embodiments of this invention may be usedas, or to support, a set of instructions executed upon some form ofprocessing core (such as the CPU of a computer) or otherwise implementedor realized upon or within a machine- or computer-readable medium. Amachine-readable medium includes any mechanism for storing ortransmitting information in a form readable by a machine (e.g. acomputer). For example, a machine-readable medium includes read-onlymemory (ROM); random access memory (RAM); magnetic disk storage media;optical storage media; flash memory devices; electrical, optical,acoustical or other form of propagated signals (e.g. carrier waves,infrared signals, digital signals, etc); or any other type of mediasuitable for storing or transmitting information.

While the invention has been described with reference to numerousspecific details, one of ordinary skill in the art will recognize thatthe invention can be embodied in other specific forms without departingfrom the spirit of the invention. Thus, one of ordinary skill in the artwould understand that the invention is not to be limited by theforegoing illustrative details, but rather is to be defined by theappended claims.

1. A method for personality adoption of online game peripheralsinteracting with an online game server having multiple online gamestates comprising: associating a first personality, using a first gameperipheral personality component, with a first personality-adoptingmobile game peripheral holding a first game state at least partiallyadopted from the first game peripheral personality component; uploading,from the first personality-adopting mobile game peripheral to the onlinegame server, at least one bit from the first game state; and retrievingfrom the online game server at least one bit for downloading to thefirst personality-adopting mobile game peripheral, wherein the at leastone bit represents at least a portion of the multiple online gamestates.
 2. The method of claim 1, further comprising: associating asecond personality, using a second game peripheral personalitycomponent, with a second personality-adopting mobile game peripheralholding a second game state; and retrieving from the secondpersonality-adopting mobile game peripheral at least one bit fordownloading to the first game peripheral, wherein the at least one bitrepresents at least a portion of the second game state.
 3. The method ofclaim 1, wherein the associating includes identification by a lockingtab sensor.
 4. The method of claim 1, wherein the associating includesidentification via an optical pattern.
 5. The method of claim 1, whereinthe associating includes identification via an RFID tag.
 6. The methodof claim 1, wherein the associating includes identification via asequence of inputs.
 7. The method of claim 1, wherein the uploadingincludes a connection to a personal computer.
 8. The method of claim 1,wherein the uploading includes a connection to a wireless router.
 9. Themethod of claim 1, wherein the uploading is initiated spontaneously. 10.The method of claim 1, wherein the associating a first personality,using a first game peripheral personality component, with a first gameperipheral results in at least one of, a visual alert, an audible alert.11. The method of claim 1, wherein the uploading results in at least oneof, a visual alert, an audible alert.
 12. The method of claim 1, whereinthe retrieving from the online game server at least one bit results inat least one of, a visual alert, an audible alert.
 13. The method ofclaim 1, wherein the retrieving from the online game server includes atleast one bit representing state retrieved from a social networkingsite.
 14. The method of claim 1, wherein the associating a firstpersonality, using a first game peripheral personality component, with afirst game peripheral includes actuating at least one of a plurality ofmovable components.
 15. The method of claim 1, wherein the retrievingfrom the online game server at least one bit includes actuating at leastone of a plurality of movable components.
 16. The method of claim 1,wherein the associating a first personality, using a first gameperipheral personality component, with a first game peripheral includesactuating a mechanical unlocking.
 17. The method of claim 1, wherein theretrieving from the online game server at least one bit includesactuating a mechanical unlocking
 18. The method of claim 1, whereinassociating a first personality, using a first game peripheralpersonality component, with a first game peripheral includes actuatingat least one light-sensitive component.
 19. An apparatus for personalityadoption of online game peripherals interacting with an online gameserver having multiple online game states comprising: a first gameperipheral personality component for associating a first personalitywith a first personality-adopting mobile game peripheral holding a firstgame state at least partially adopted from the first game peripheralpersonality component; a component for uploading at least one bit fromthe first game state; and a component for retrieving at least one bitfor downloading to the first personality-adopting mobile gameperipheral, wherein the at least one bit represents at least a portionof the multiple online game states.
 20. The apparatus of claim 19,further comprising: a component for associating a second personality,using a second game peripheral personality component, with a secondpersonality-adopting mobile game peripheral holding a second game state;and a component for retrieving from the second personality-adoptingmobile game peripheral at least one bit for downloading to the firstgame peripheral, wherein the at least one bit represents at least aportion of the second game state.